Difference between revisions of "Sax the Scout"

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**Tinderbox
 
**Tinderbox
 
**One day's rations
 
**One day's rations
 +
**Jewellery and gems
  
 
*Slung Items
 
*Slung Items
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** Cloak, Long, hooded  
 
** Cloak, Long, hooded  
 
** Clothing, Freeholder  
 
** Clothing, Freeholder  
 +
 +
*Wagon
 +
** Bundle of cloak, furs
  
 
*Coinage
 
*Coinage
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*Treasure
 
*Treasure
 
**Gems
 
**Gems
 +
***1 alexandrite, 500 gp
 +
***1 turquoise, 25 gp
 
**Jewelry
 
**Jewelry
 +
***1 Carved jade jewelry, 900 gp
 +
***1 porcelain jewelry, 300 gp
 
**Whatever
 
**Whatever
 +
***3 sets of engraved teeth (1 stone per 100 sets), each worth 20 gp
 +
***6 sticks of rare incense (1 stone per 100 sticks), each worth 16 gp
 +
***2 vials of rare perfume (1 stone per 100 vials), each worth 150 gp
 +
***1 rich fur cape (1 stone each), worth 1500 gp
 +
***Weasel fur, 500 gp if properly removed and sold
 
*Magic Items
 
*Magic Items
  
 
*Total Stones of Encumbrance 7.5
 
*Total Stones of Encumbrance 7.5

Revision as of 03:38, 10 July 2012

Saxifrage "Sax the Scout"

  • Explorer Level 1, AL: Neutral
  • 0 / 2000


Attributes

  • STR 18 (+3)
  • INT 10
  • WIS 11
  • DEX 13 (+1)
  • CON 11
  • CHA 11


Combat

  • HP: 1/6
  • AC: +5
  • Initiative: +2
  • Surprise Rolls +2
  • Movement:
    • Base: 30
    • Combat:
    • Charge:
    • Climb:
    • Stealth:
    • Daily:
  • Saving Throws
    • Petrification & Paralysis 15+
    • Poison & Death 14+
    • Blast & Breath 16+
    • Staffs & Wands 16+
    • Spells 17+
  • Weapons & Attacks
    • Hand Axe +3 1d6+4
    • Twin Hand Axes +4 1d6+4
    • Spear +3 1d6+4/1d8+4
    • Dagger +3 1d4+4
    • Longbow +2 70' / +0 140' / -3 210' 1d6+1
    • Thrown Axe +2 10' / +0 20' / -3 30' 1d6+1
    • Thrown Spear +2 20' / +0 40' / -3 60' 1d6+1

Skills

  • Languages: Common
  • Proficiencies:
    • Class: Alertness - The character gains a +4 bonus on any proficiency throws to hear noises and detect secret doors. With a proficiency throw of 18+ he can notice secret doors with just casual observation. He gains a +1 bonus to avoid surprise.
    • General: Adventuring - The character is well-equipped for a life of adventure. He knows how to clean and sharpen weapons, saddle and ride a horse, set up a camp, and search for a secret door. He has a rough idea of the value of common coins, trade goods, gems, and jewelry. All player characters are assumed to have Adventuring for purposes of the proficiency throws of standard adventuring tasks.
    • General: Survival - The character is an expert at hunting small game, gathering fruits and vegetables, and finding water and shelter. The character forages enough food to feed himself automatically, even when on the move, so long as he is in a fairly fertile area. If he is trying to supply more than one person, he must make a proficiency throw (as described in Wilderness Adventures), but gains a +4 bonus on the roll.
  • Class Abilities
    • gains an accuracy bonus of +1 to all attack throws with missile weapons.
    • may fight wielding a weapon and shield, wielding a weapon two-handed, and wielding a weapon in each hand.
    • has animal reflexes, gaining +1 bonus to initiative and a +1 bonus to surprise rolls.
    • is difficult to spot, having the ability to seemingly disappear into woods and underbrush with a proficiency throw of 3+ on 1d20.
    • in dungeons, an explorer who is motionless and quiet in cover can escape detection with a proficiency throw of 14+ on 1d20.
    • in country familiar to the explorer, they get a +4 bonus on proficiency throws to avoid getting lost.
    • in any terrain except clear and grassland terrain, the explorer’s party receives a +5 bonus to proficiency throws to evade wilderness encounters.
    • A party guided by an explorer can evade wilderness encounters even when surprised on a proficiency throw of 19+.

Equipment

  • Weapons
    • 2 Sturdy Hand Axes (Belt)
    • Trusty Spear (Carried)
    • Well-honed Dagger (Boot)
    • Stiff-armed Longbow (Slung)
    • Quiver & 20 arrows (Back)
  • Armor
    • Chain mail Armour (Worn)
  • Gear
  • Backpack
    • Blanket
    • Flasks of Oil, Common x2
    • Hammer (small)
    • Iron Spikes (12)
    • Lantern
    • Two Weeks Iron Rations, less one day.
    • Wineskin
    • Large Sack
  • Belt Pouch
    • Tinderbox
    • One day's rations
    • Jewellery and gems
  • Slung Items
    • Wineskin
    • 50' Rope
  • Clothing
    • Belt
    • Boots, leather, high
    • Cloak, Long, hooded
    • Clothing, Freeholder
  • Wagon
    • Bundle of cloak, furs
  • Coinage
    • CP
    • SP 7
    • EP
    • GP 3
    • PP
  • Treasure
    • Gems
      • 1 alexandrite, 500 gp
      • 1 turquoise, 25 gp
    • Jewelry
      • 1 Carved jade jewelry, 900 gp
      • 1 porcelain jewelry, 300 gp
    • Whatever
      • 3 sets of engraved teeth (1 stone per 100 sets), each worth 20 gp
      • 6 sticks of rare incense (1 stone per 100 sticks), each worth 16 gp
      • 2 vials of rare perfume (1 stone per 100 vials), each worth 150 gp
      • 1 rich fur cape (1 stone each), worth 1500 gp
      • Weasel fur, 500 gp if properly removed and sold
  • Magic Items
  • Total Stones of Encumbrance 7.5